// banditwoodsdlg.txt begintalkscript; variables begintalknode 1; state = -1; personality = 0; nextstate = -1; question = "special"; text1 = "The sign says:"; text2 = " This is land of Ghurk"; text3 = " Pass Toll 10 coins"; begintalknode 2; state = -1; personality = 0; nextstate = -1; condition = 1; question = "special"; text1 = "The sign says:"; text2 = " To Rogue Wastes"; text3 = " All Serviles Beware"; begintalknode 3; state = -1; personality = 0; nextstate = -1; condition = 1; question = "special"; text1 = "The sign has an arrow pointing east and these words:"; text2 = " Beware!"; text3 = " These woods of Ghurk"; text4 = " Enter at peril!!!"; begintalknode 4; state = -1; personality = 0; nextstate = 31; condition = 1; question = "special"; text1 = "The writing on this obelisk has worn away completely."; text2 = "Even so, its powers remain. It is an item-creator, made by the great Shaper Croikle."; text3 = "This is the second part of Croikle's Character Editor. The first part, which you can use to change your skills, spells, creations known, money, and experience, is in the Abandoned Vale (the second area)."; text4 = "Would you like to use the item-creator?"; begintalknode 5; state = -1; personality = 0; nextstate = -1; condition = get_sdf(3,12) == 0; question = "special"; text1 = "There is an old, ruined Shaper building here. The front door died years ago, so you will be able to enter easily."; text2 = "These doors are one of the Shapers' most cunning creations. They are thin stone shells, intertwined with a large, custom-made plant. The plant detects motion nearby, and lifts and lowers the door accordingly."; text3 = "Of course, sometimes, the plant dies and rots away. Then the door sinks into the open position permanently, like this one has."; action = SET_SDF 3 12 1; begintalknode 6; state = -1; personality = 0; nextstate = -1; condition = get_sdf(3,13) == 0; question = "special"; text1 = "There is a massive ruin to the west. Fortunately, the entrance hasn't caved in. You could explore inside."; text2 = "However, as you watch, another rogue fyora wanders out of the tunnel. The ruins are probably infested with the creatures."; action = SET_SDF 3 13 1; begintalknode 7; state = -1; personality = 0; nextstate = -1; condition = 1; question = "special"; text1 = "The sign has an arrow pointing north and these words:"; text2 = " Beware!"; text3 = " These woods of Ghurk"; text4 = " Enter at peril!!!"; begintalknode 20; state = -1; personality = 0; nextstate = 30; condition = 1; question = "Ghurk"; text1 = "This aging servile has been left bent and scarred by his years fending for himself in these woods. However, he still holds his blade with a steady hand, and he can still look you straight in the eye."; text2 = "He is trying to hide his fear, but it is still clear to you. Even a long, harsh life could not erase in him the servile's inbred terror of the Shapers. However, he is able to conquer his fear enough to speak."; text3 = "_Welcome to our woods, Shaper. Though you are of your lofty race, you still must pay the toll to pass. Ten coins, or you must return the way you came._"; text5 = "_We shall speak further, Shaper. You have not paid the toll for your current trip through my woods. It is ten coins, or we must do battle. We do not want to fight your kind, but we will if we must._"; text7 = "Ghurk frowns. He doesn't want to keep talking with you, but he fears what will happen if he angers you. _I think we have no further business, Shaper. What more do you wish of me?_"; code = clear_strings(); if ((get_sdf(3,1) == 2) || (get_sdf(3,3) > 0)) add_string(7); else if (get_sdf(3,11) > 0) add_string(5); else { set_flag(3,11,1); add_string(1); add_string(2); add_string(3); } break; begintalknode 21; state = 30; personality = 0; nextstate = -1; condition = 1; question = "Why do you live out here in the woods?"; text1 = "_It is what we choose. We find that life is easier if we live out here and take food from Vakkiri. It is less work than toiling in the fields growing it._"; text2 = "_It is a lifestyle we developed ourselves, after much thought and reading of it in old Shaper tomes. We believe it is called 'banditry.' We may be the first servile bandits. We are proud._"; text3 = "_And, when you got Vakkiri to give us regular food, it became an even better life. We do not know why more serviles do not become bandits._"; code = if (get_flag(3,1) != 2) remove_string(3); break; begintalknode 22; state = 30; personality = 0; nextstate = -1; condition = get_flag(3,1) == 2; question = "The serviles in Vakkiri will kill you someday. It is not too late to rejoin them."; text1 = "_In Shaper books we read, bandits always get away and live to fight elsewhere. We think we be same._"; text2 = "_If not, we kill weak Vakkiri serviles. If they not weak, they not give us food._"; begintalknode 23; state = 30; personality = 0; nextstate = -1; condition = get_flag(3,1) != 2 && get_flag(3,3) == 0 && coins_amount() >= 10; question = "Fine. I will pay. (Give 10 coins.)"; text1 = "Ghurk takes your coins, counts them (with some difficulty), and pockets them. _You may pass our woods, Shaper. When you come back, though, you pay again._ He shuffles back to his post."; action = END_TALK; code = set_flag(3,3,1); pay_coins(10); break; begintalknode 24; state = 30; personality = 0; nextstate = -1; condition = get_flag(3,1) != 2 && get_flag(3,3) == 0 && coins_amount() < 10; question = "I don't have 10 coins."; text1 = "Ghurk looks very worried. He isn't sure what to do. Finally, he says, _It sad day when Shaper more pitiful than Ghurk._"; text2 = "_You go. You come back when you have pay. We not fight today. Not worth fight._ He shuffles back to his post."; action = END_TALK; code = set_flag(3,3,1); break; begintalknode 25; state = 30; personality = 0; nextstate = -1; condition = get_flag(3,1) != 2 && get_flag(3,3) == 0 && get_stat(20) < 2; question = "You dare threaten me? I am a Shaper! Begone, or I will destroy you!"; text1 = "Ghurk looks terrified. However, he is brave far beyond what you had thought possible in a servile. Either that, or very, very stupid."; text2 = "_No. You do what you must do. But I am bandit, and I take your money or we fight. That is way here now._"; begintalknode 26; state = 30; personality = 0; nextstate = -1; condition = get_flag(3,1) != 2 && get_flag(3,3) == 0 && get_stat(20) >= 2; question = "If you make one move towards me, servile, I will dissolve your arms and legs with my Shaper powers. You will starve and die. Slowly. (Lie.)"; text1 = "Ghurk looks terrified at your words. This is beyond your powers, right now, but he doesn't know that. He backs away, trying to save face."; text2 = "_Well, Ghurk let you go. This time. But next time you pay!_ He shuffles back to his post."; action = END_TALK; code = set_flag(3,3,1); break; begintalknode 27; state = 30; personality = 0; nextstate = -1; condition = get_flag(3,1) != 2 && get_flag(2,16) == 1; question = "Vakkiri has asked me to destroy you. You had best move on."; text1 = "_Where, Shaper? North? To certain death in rogue wastes? Or west into sea? Or south, into Vakkiri, or east, to death on Pentil blades?_"; text2 = "_Here we stay. We have no choice._ You can't think of any way to convince him."; begintalknode 28; state = 30; personality = 0; nextstate = -1; condition = get_flag(3,1) == 0 && get_stat(20) > 2 && get_flag(2,16) == 1; question = "Vakkiri wants you to stop raiding them. Brodus Blade asked for my help. I don't want to kill you. Is there any way you would leave them be?"; text1 = "Ghurk thinks for a while. He looks down at his blade and his scarred arms. Finally, he speaks."; text2 = "_Nobody ask us that before. I think on it. I think this. Vakkiri give us one bag of food every week, and we no raid. We leave them be. You tell Brodus Blade that. We get food, they get peace._"; code = set_flag(3,1,1); set_flag(3,3,1); break; begintalknode 29; state = 30; personality = 0; nextstate = -1; condition = get_flag(3,1) == 1 && get_flag(2,16) > 1; question = "Brodus Blade accepted your offer."; text1 = "Ghurk grins. _Good. And since you help us, free passage is yours. You pass here freely. But stay out of our woods. They ours. Goodbye, Shaper._ He shuffles away."; action = END_TALK; code = set_flag(3,1,2); set_flag(3,3,1); break; begintalknode 30; state = 30; personality = 0; nextstate = -1; condition = get_flag(3,1) != 2 && get_flag(3,3) == 0; question = "I do not listen to arrogant serviles. (Walk away.)"; text1 = "Ghurk makes an angry hissing noise as you turn your back on him. Somehow, you suspect that this isn't over yet."; action = END_TALK; begintalknode 31; state = 31; personality = 0; nextstate = -1; condition = 1; question = "Leave it."; text1 = "You walk away from the obelisk, resisting the temptation to use it."; action = END_TALK; begintalknode 33; state = 31; personality = 0; nextstate = 32; condition = 1; question = "Use it."; text1 = "You hear a voice in your head that says:"; text2 = "_Which type of item?_"; text3 = "(If you change your mind, just proceed and get an item, then drop it.)"; begintalknode 34; state = 32; personality = 0; nextstate = 33; condition = 1; question = "Armor (excluding gauntlets)."; text1 = "_What type of armor?_"; begintalknode 35; state = 33; personality = 0; nextstate = 34; condition = 1; question = "Belts. (1st set)"; text1 = "_Which belt?_"; begintalknode 36; state = 34; personality = 0; nextstate = 100; condition = 1; question = "Studded Belt."; text1 = "You think the name of the belt you want in the direction of the obelisk."; code = set_flag(3,6,156); break; begintalknode 37; state = 34; personality = 0; nextstate = 100; condition = 1; question = "Girdle of Strength."; text1 = "You think the name of the belt you want in the direction of the obelisk."; code = set_flag(3,6,157); break; begintalknode 38; state = 34; personality = 0; nextstate = 100; condition = 1; question = "Girdle of Nimbleness."; text1 = "You think the name of the belt you want in the direction of the obelisk."; code = set_flag(3,6,158); break; begintalknode 39; state = 34; personality = 0; nextstate = 100; condition = 1; question = "Girdle of Insight."; text1 = "You think the name of the belt you want in the direction of the obelisk."; code = set_flag(3,6,159); break; begintalknode 40; state = 34; personality = 0; nextstate = 100; condition = 1; question = "Girdle of Endurance."; text1 = "You think the name of the belt you want in the direction of the obelisk."; code = set_flag(3,6,160); break; begintalknode 41; state = 34; personality = 0; nextstate = 100; condition = 1; question = "Student's Belt."; text1 = "You think the name of the belt you want in the direction of the obelisk."; code = set_flag(3,6,161); break; begintalknode 42; state = 34; personality = 0; nextstate = 100; condition = 1; question = "Shaped Belt."; text1 = "You think the name of the belt you want in the direction of the obelisk."; code = set_flag(3,6,162); break; begintalknode 43; state = 34; personality = 0; nextstate = 100; condition = 1; question = "Oozing Belt."; text1 = "You think the name of the belt you want in the direction of the obelisk."; code = set_flag(3,6,163); break; begintalknode 44; state = 33; personality = 0; nextstate = 35; condition = 1; question = "Footwear. (1st set)"; text1 = "_Which one?_"; begintalknode 45; state = 35; personality = 0; nextstate = 100; condition = 1; question = "Heavy Boots."; text1 = "You think the name of the boots you want in the direction of the obelisk."; code = set_flag(3,6,142); break; begintalknode 46; state = 35; personality = 0; nextstate = 100; condition = 1; question = "Shaped Boots."; text1 = "You think the name of the boots you want in the direction of the obelisk."; code = set_flag(3,6,143); break; begintalknode 47; state = 35; personality = 0; nextstate = 100; condition = 1; question = "Quicksilver Boots."; text1 = "You think the name of the boots you want in the direction of the obelisk."; code = set_flag(3,6,144); break; begintalknode 48; state = 35; personality = 0; nextstate = 100; condition = 1; question = "Specter Boots."; text1 = "You think the name of the boots you want in the direction of the obelisk."; code = set_flag(3,6,145); break; begintalknode 49; state = 35; personality = 0; nextstate = 100; condition = 1; question = "Dodging Boots."; text1 = "You think the name of the boots you want in the direction of the obelisk."; code = set_flag(3,6,146); break; begintalknode 50; state = 35; personality = 0; nextstate = 100; condition = 1; question = "Green Boots."; text1 = "You think the name of the boots you want in the direction of the obelisk."; code = set_flag(3,6,147); break; begintalknode 51; state = 35; personality = 0; nextstate = 100; condition = 1; question = "Samaritan Sandals."; text1 = "You think the name of the sandals you want in the direction of the obelisk."; code = set_flag(3,6,148); break; begintalknode 52; state = 35; personality = 0; nextstate = 100; condition = 1; question = "Grounded Boots."; text1 = "You think the name of the boots you want in the direction of the obelisk."; code = set_flag(3,6,149); break; begintalknode 53; state = 33; personality = 0; nextstate = 36; condition = 1; question = "Belts / Footwear. (2nd set)"; text1 = "_Which one?_"; begintalknode 54; state = 36; personality = 0; nextstate = 100; condition = 1; question = "Sharing Belt."; text1 = "You think the name of the belt you want in the direction of the obelisk."; code = set_flag(3,6,164); break; begintalknode 55; state = 36; personality = 0; nextstate = 100; condition = 1; question = "Stability Belt."; text1 = "You think the name of the belt you want in the direction of the obelisk."; code = set_flag(3,6,165); break; begintalknode 56; state = 36; personality = 0; nextstate = 100; condition = 1; question = "Bhargeth's Girdle."; text1 = "You think the name of the belt you want in the direction of the obelisk."; code = set_flag(3,6,166); break; begintalknode 57; state = 36; personality = 0; nextstate = 100; condition = 1; question = "Shaper's Belt."; text1 = "You think the name of the belt you want in the direction of the obelisk."; code = set_flag(3,6,167); break; begintalknode 58; state = 36; personality = 0; nextstate = 100; condition = 1; question = "Girdle of Leadership."; text1 = "You think the name of the belt you want in the direction of the obelisk."; code = set_flag(3,6,168); break; begintalknode 59; state = 36; personality = 0; nextstate = 100; condition = 1; question = "Danette's Belt."; text1 = "You think the name of the belt you want in the direction of the obelisk."; code = set_flag(3,6,169); break; begintalknode 60; state = 36; personality = 0; nextstate = 100; condition = 1; question = "Vat Boots."; text1 = "You think the name of the boots you want in the direction of the obelisk."; code = set_flag(3,6,150); break; begintalknode 61; state = 36; personality = 0; nextstate = 100; condition = 1; question = "Stability Boots."; text1 = "You think the name of the boots you want in the direction of the obelisk."; code = set_flag(3,6,151); break; begintalknode 62; state = 33; personality = 0; nextstate = 37; condition = 1; question = "Shields. (1st set)"; text1 = "_Which one?_"; begintalknode 63; state = 37; personality = 0; nextstate = 100; condition = 1; question = "Iron Shield."; text1 = "You think the name of the shield you want in the direction of the obelisk."; code = set_flag(3,6,126); break; begintalknode 64; state = 37; personality = 0; nextstate = 100; condition = 1; question = "Steel Shield."; text1 = "You think the name of the shield you want in the direction of the obelisk."; code = set_flag(3,6,127); break; begintalknode 65; state = 37; personality = 0; nextstate = 100; condition = 1; question = "Shaped Shield."; text1 = "You think the name of the shield you want in the direction of the obelisk."; code = set_flag(3,6,128); break; begintalknode 66; state = 37; personality = 0; nextstate = 100; condition = 1; question = "Shining Shield."; text1 = "You think the name of the shield you want in the direction of the obelisk."; code = set_flag(3,6,129); break; begintalknode 67; state = 37; personality = 0; nextstate = 100; condition = 1; question = "Fyoraskin Shield."; text1 = "You think the name of the shield you want in the direction of the obelisk."; code = set_flag(3,6,130); break; begintalknode 68; state = 37; personality = 0; nextstate = 100; condition = 1; question = "Fibrous Shield."; text1 = "You think the name of the shield you want in the direction of the obelisk."; code = set_flag(3,6,131); break; begintalknode 69; state = 37; personality = 0; nextstate = 100; condition = 1; question = "Reflecting Shield."; text1 = "You think the name of the shield you want in the direction of the obelisk."; code = set_flag(3,6,132); break; begintalknode 70; state = 37; personality = 0; nextstate = 100; condition = 1; question = "Leaded Shield."; text1 = "You think the name of the shield you want in the direction of the obelisk."; code = set_flag(3,6,133); break; begintalknode 71; state = 33; personality = 0; nextstate = 38; condition = 1; question = "Robes / Cloaks. (1st set)"; text1 = "_Which one?_"; begintalknode 72; state = 38; personality = 0; nextstate = 100; condition = 1; question = "Fine Cloak."; text1 = "You think the name of the cloak you want in the direction of the obelisk."; code = set_flag(3,6,12); break; begintalknode 73; state = 38; personality = 0; nextstate = 100; condition = 1; question = "Shaper Robe."; text1 = "You think the name of the robe you want in the direction of the obelisk."; code = set_flag(3,6,13); break; begintalknode 74; state = 38; personality = 0; nextstate = 100; condition = 1; question = "Fyoraskin Cloak."; text1 = "You think the name of the cloak you want in the direction of the obelisk."; code = set_flag(3,6,14); break; begintalknode 75; state = 38; personality = 0; nextstate = 100; condition = 1; question = "Agent Robe."; text1 = "You think the name of the robe you want in the direction of the obelisk."; code = set_flag(3,6,15); break; begintalknode 76; state = 38; personality = 0; nextstate = 100; condition = 1; question = "Guardian Cloak."; text1 = "You think the name of the cloak you want in the direction of the obelisk."; code = set_flag(3,6,16); break; begintalknode 77; state = 38; personality = 0; nextstate = 100; condition = 1; question = "Specter Robe."; text1 = "You think the name of the robe you want in the direction of the obelisk."; code = set_flag(3,6,17); break; begintalknode 78; state = 38; personality = 0; nextstate = 100; condition = 1; question = "Coated Cloak."; text1 = "You think the name of the cloak you want in the direction of the obelisk."; code = set_flag(3,6,18); break; begintalknode 79; state = 38; personality = 0; nextstate = 100; condition = 1; question = "Symbiotic Cloak."; text1 = "You think the name of the cloak you want in the direction of the obelisk."; code = set_flag(3,6,19); break; begintalknode 80; state = 33; personality = 0; nextstate = 39; condition = 1; question = "Shields / Robes / Cloaks. (2nd set)"; text1 = "_Which one?_"; begintalknode 81; state = 39; personality = 0; nextstate = 100; condition = 1; question = "Transference Robe."; text1 = "You think the name of the robe you want in the direction of the obelisk."; code = set_flag(3,6,20); break; begintalknode 82; state = 39; personality = 0; nextstate = 100; condition = 1; question = "Grounded Robe."; text1 = "You think the name of the robe you want in the direction of the obelisk."; code = set_flag(3,6,21); break; begintalknode 83; state = 39; personality = 0; nextstate = 100; condition = 1; question = "Clawbug Carapace."; text1 = "You think the name of the shield you want in the direction of the obelisk."; code = set_flag(3,6,134); break; begintalknode 84; state = 39; personality = 0; nextstate = 100; condition = 1; question = "Glaahk Shield."; text1 = "You think the name of the shield you want in the direction of the obelisk."; code = set_flag(3,6,135); break; begintalknode 85; state = 39; personality = 0; nextstate = 100; condition = 1; question = "Stasis Shield."; text1 = "You think the name of the shield you want in the direction of the obelisk."; code = set_flag(3,6,136); break; begintalknode 86; state = 33; personality = 0; nextstate = 40; condition = 1; question = "Tunics / Chest armor. (1st set)"; text1 = "_Which one?_"; begintalknode 87; state = 40; personality = 0; nextstate = 100; condition = 1; question = "Vat Chitin."; text1 = "You think the name of the armor you want in the direction of the obelisk."; code = set_flag(3,6,45); break; begintalknode 88; state = 40; personality = 0; nextstate = 100; condition = 1; question = "Chainmail Vest."; text1 = "You think the name of the armor you want in the direction of the obelisk."; code = set_flag(3,6,32); break; begintalknode 89; state = 40; personality = 0; nextstate = 100; condition = 1; question = "Iron Breastplate."; text1 = "You think the name of the armor you want in the direction of the obelisk."; code = set_flag(3,6,33); break; begintalknode 90; state = 40; personality = 0; nextstate = 100; condition = 1; question = "Steel Breastplate."; text1 = "You think the name of the armor you want in the direction of the obelisk."; code = set_flag(3,6,34); break; begintalknode 91; state = 40; personality = 0; nextstate = 100; condition = 1; question = "Shaped Breastplate."; text1 = "You think the name of the armor you want in the direction of the obelisk."; code = set_flag(3,6,35); break; begintalknode 92; state = 40; personality = 0; nextstate = 100; condition = 1; question = "Artila Skin Tunic."; text1 = "You think the name of the armor you want in the direction of the obelisk."; code = set_flag(3,6,36); break; begintalknode 93; state = 40; personality = 0; nextstate = 100; condition = 1; question = "Vlish Skin Tunic."; text1 = "You think the name of the armor you want in the direction of the obelisk."; code = set_flag(3,6,37); break; begintalknode 94; state = 40; personality = 0; nextstate = 100; condition = 1; question = "Thahd Skin Tunic."; text1 = "You think the name of the armor you want in the direction of the obelisk."; code = set_flag(3,6,38); break; begintalknode 95; state = 33; personality = 0; nextstate = 41; condition = 1; question = "Tunics / Chest armor. (2nd set)"; text1 = "_Which one?_"; begintalknode 96; state = 41; personality = 0; nextstate = 100; condition = 1; question = "Fibrous Breastplate."; text1 = "You think the name of the armor you want in the direction of the obelisk."; code = set_flag(3,6,39); break; begintalknode 97; state = 41; personality = 0; nextstate = 100; condition = 1; question = "Quicksilver Chitin."; text1 = "You think the name of the armor you want in the direction of the obelisk."; code = set_flag(3,6,40); break; begintalknode 98; state = 41; personality = 0; nextstate = 100; condition = 1; question = "Quicksilver Chain."; text1 = "You think the name of the armor you want in the direction of the obelisk."; code = set_flag(3,6,41); break; begintalknode 99; state = 41; personality = 0; nextstate = 100; condition = 1; question = "Quicksilver Plate."; text1 = "You think the name of the armor you want in the direction of the obelisk."; code = set_flag(3,6,42); break; begintalknode 100; state = 41; personality = 0; nextstate = 100; condition = 1; question = "Draykskin Tunic."; text1 = "You think the name of the armor you want in the direction of the obelisk."; code = set_flag(3,6,43); break; begintalknode 101; state = 41; personality = 0; nextstate = 100; condition = 1; question = "Grounding Vest."; text1 = "You think the name of the armor you want in the direction of the obelisk."; code = set_flag(3,6,44); break; begintalknode 102; state = 41; personality = 0; nextstate = 100; condition = 1; question = "Crystalline Plate."; text1 = "You think the name of the armor you want in the direction of the obelisk."; code = set_flag(3,6,46); break; begintalknode 103; state = 41; personality = 0; nextstate = 100; condition = 1; question = "Charmed Plate."; text1 = "You think the name of the armor you want in the direction of the obelisk."; code = set_flag(3,6,47); break; begintalknode 104; state = 32; personality = 0; nextstate = 42; condition = 1; question = "Weapons."; text1 = "_What type of weapon?_"; begintalknode 105; state = 42; personality = 0; nextstate = 43; condition = 1; question = "Melee weapons. (1st set)"; text1 = "_Which one?_"; begintalknode 106; state = 43; personality = 0; nextstate = 100; condition = 1; question = "Iron Sword."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,63); break; begintalknode 107; state = 43; personality = 0; nextstate = 100; condition = 1; question = "Steel Sword."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,64); break; begintalknode 108; state = 43; personality = 0; nextstate = 100; condition = 1; question = "Shaped Blade."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,65); break; begintalknode 109; state = 43; personality = 0; nextstate = 100; condition = 1; question = "Steel Dagger."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,66); break; begintalknode 110; state = 43; personality = 0; nextstate = 100; condition = 1; question = "Stunning Blade."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,67); break; begintalknode 111; state = 43; personality = 0; nextstate = 100; condition = 1; question = "Shielding Knife."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,68); break; begintalknode 112; state = 43; personality = 0; nextstate = 100; condition = 1; question = "Living Knife."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,69); break; begintalknode 113; state = 43; personality = 0; nextstate = 100; condition = 1; question = "Bonding Knife."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,70); break; begintalknode 114; state = 42; personality = 0; nextstate = 44; condition = 1; question = "Rods / Wands. (1st set)"; text1 = "_Which one?_"; begintalknode 115; state = 44; personality = 0; nextstate = 100; condition = 1; question = "Fiery Wand."; text1 = "You think the name of the wand you want in the direction of the obelisk."; code = set_flag(3,6,95); break; begintalknode 116; state = 44; personality = 0; nextstate = 100; condition = 1; question = "Discipline Wand."; text1 = "You think the name of the wand you want in the direction of the obelisk."; code = set_flag(3,6,96); break; begintalknode 117; state = 44; personality = 0; nextstate = 100; condition = 1; question = "Terror Wand."; text1 = "You think the name of the wand you want in the direction of the obelisk."; code = set_flag(3,6,97); break; begintalknode 118; state = 44; personality = 0; nextstate = 100; condition = 1; question = "Null Wand."; text1 = "You think the name of the wand you want in the direction of the obelisk."; code = set_flag(3,6,98); break; begintalknode 119; state = 44; personality = 0; nextstate = 100; condition = 1; question = "Jeweled Wand."; text1 = "You think the name of the wand you want in the direction of the obelisk."; code = set_flag(3,6,99); break; begintalknode 120; state = 44; personality = 0; nextstate = 100; condition = 1; question = "Rod of Succor."; text1 = "You think the name of the rod you want in the direction of the obelisk."; code = set_flag(3,6,245); break; begintalknode 121; state = 44; personality = 0; nextstate = 100; condition = 1; question = "Rod of Alacrity."; text1 = "You think the name of the rod you want in the direction of the obelisk."; code = set_flag(3,6,246); break; begintalknode 122; state = 44; personality = 0; nextstate = 100; condition = 1; question = "Rod of Defenses."; text1 = "You think the name of the rod you want in the direction of the obelisk."; code = set_flag(3,6,247); break; begintalknode 123; state = 42; personality = 0; nextstate = 45; condition = 1; question = "Melee weapons / Rods / Wands. (2nd set)"; text1 = "_Which one?_"; begintalknode 124; state = 45; personality = 0; nextstate = 100; condition = 1; question = "Rod of Battle."; text1 = "You think the name of the rod you want in the direction of the obelisk."; code = set_flag(3,6,248); break; begintalknode 125; state = 45; personality = 0; nextstate = 100; condition = 1; question = "Singing Rapier."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,71); break; begintalknode 126; state = 45; personality = 0; nextstate = 100; condition = 1; question = "Tek's Spectral Dirk."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,72); break; begintalknode 127; state = 45; personality = 0; nextstate = 100; condition = 1; question = "Guardian Claymore."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,73); break; begintalknode 128; state = 45; personality = 0; nextstate = 100; condition = 1; question = "Charmed Falchion."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,74); break; begintalknode 129; state = 42; personality = 0; nextstate = 46; condition = 1; question = "Thorn batons / Thorns."; text1 = "_Which one?_"; begintalknode 130; state = 46; personality = 0; nextstate = 100; condition = 1; question = "Venom Baton."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,91); break; begintalknode 131; state = 46; personality = 0; nextstate = 100; condition = 1; question = "Acid Baton."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,92); break; begintalknode 132; state = 46; personality = 0; nextstate = 100; condition = 1; question = "Submission Baton."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,93); break; begintalknode 133; state = 46; personality = 0; nextstate = 100; condition = 1; question = "Reaper Baton."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,94); break; begintalknode 134; state = 46; personality = 0; nextstate = 55; condition = 1; question = "Venom Thorns."; text1 = "You think the name of the ammo you want in the direction of the obelisk."; code = set_flag(3,6,111); break; begintalknode 135; state = 46; personality = 0; nextstate = 55; condition = 1; question = "Acid Thorns."; text1 = "You think the name of the ammo you want in the direction of the obelisk."; code = set_flag(3,6,112); break; begintalknode 136; state = 46; personality = 0; nextstate = 55; condition = 1; question = "Submission Thorns."; text1 = "You think the name of the ammo you want in the direction of the obelisk."; code = set_flag(3,6,113); break; begintalknode 137; state = 46; personality = 0; nextstate = 55; condition = 1; question = "Reapers."; text1 = "You think the name of the ammo you want in the direction of the obelisk."; code = set_flag(3,6,114); break; begintalknode 138; state = 42; personality = 0; nextstate = 47; condition = 1; question = "Thrown items."; text1 = "_Which one?_"; begintalknode 139; state = 47; personality = 0; nextstate = 55; condition = 1; question = "Javelins."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,118); break; begintalknode 140; state = 47; personality = 0; nextstate = 55; condition = 1; question = "Steel Javelins."; text1 = "You think the name of the weapon you want in the direction of the obelisk."; code = set_flag(3,6,119); break; begintalknode 141; state = 47; personality = 0; nextstate = 55; condition = 1; question = "Icy Crystal."; text1 = "You think the name of the crystal you want in the direction of the obelisk."; code = set_flag(3,6,120); break; begintalknode 142; state = 47; personality = 0; nextstate = 55; condition = 1; question = "Spray Crystal."; text1 = "You think the name of the crystal you want in the direction of the obelisk."; code = set_flag(3,6,121); break; begintalknode 143; state = 47; personality = 0; nextstate = 55; condition = 1; question = "Ensnaring Crystal."; text1 = "You think the name of the crystal you want in the direction of the obelisk."; code = set_flag(3,6,122); break; begintalknode 144; state = 47; personality = 0; nextstate = 55; condition = 1; question = "Swarm Crystal."; text1 = "You think the name of the crystal you want in the direction of the obelisk."; code = set_flag(3,6,123); break; begintalknode 145; state = 32; personality = 0; nextstate = 48; condition = 1; question = "Other Stuff."; text1 = "_What type of stuff?_"; begintalknode 146; state = 48; personality = 0; nextstate = 49; condition = 1; question = "Gauntlets."; text1 = "_Which one?_"; begintalknode 147; state = 49; personality = 0; nextstate = 100; condition = 1; question = "Steel Gauntlets."; text1 = "You think the name of the gauntlets you want in the direction of the obelisk."; code = set_flag(3,6,182); break; begintalknode 148; state = 49; personality = 0; nextstate = 100; condition = 1; question = "Shaped Gauntlets."; text1 = "You think the name of the gauntlets you want in the direction of the obelisk."; code = set_flag(3,6,183); break; begintalknode 149; state = 49; personality = 0; nextstate = 100; condition = 1; question = "Carnelian Gloves."; text1 = "You think the name of the gloves you want in the direction of the obelisk."; code = set_flag(3,6,184); break; begintalknode 150; state = 49; personality = 0; nextstate = 100; condition = 1; question = "Specter Gloves."; text1 = "You think the name of the gloves you want in the direction of the obelisk."; code = set_flag(3,6,185); break; begintalknode 151; state = 49; personality = 0; nextstate = 100; condition = 1; question = "Thrusting Gauntlets."; text1 = "You think the name of the gauntlets you want in the direction of the obelisk."; code = set_flag(3,6,186); break; begintalknode 152; state = 49; personality = 0; nextstate = 100; condition = 1; question = "Tinker's Gloves."; text1 = "You think the name of the gloves you want in the direction of the obelisk."; code = set_flag(3,6,187); break; begintalknode 153; state = 49; personality = 0; nextstate = 100; condition = 1; question = "Gloves of the Hammer."; text1 = "You think the name of the gloves you want in the direction of the obelisk."; code = set_flag(3,6,188); break; begintalknode 154; state = 49; personality = 0; nextstate = 100; condition = 1; question = "Ornkskin Gauntlets."; text1 = "You think the name of the gauntlets you want in the direction of the obelisk."; code = set_flag(3,6,189); break; begintalknode 155; state = 48; personality = 0; nextstate = 50; condition = 1; question = "Rings (1st set)."; text1 = "_Which one?_"; begintalknode 156; state = 50; personality = 0; nextstate = 100; condition = 1; question = "Shielding Band."; text1 = "You think the name of the ring you want in the direction of the obelisk."; code = set_flag(3,6,172); break; begintalknode 157; state = 50; personality = 0; nextstate = 100; condition = 1; question = "Chilling Band."; text1 = "You think the name of the ring you want in the direction of the obelisk."; code = set_flag(3,6,173); break; begintalknode 158; state = 50; personality = 0; nextstate = 100; condition = 1; question = "Static Band."; text1 = "You think the name of the ring you want in the direction of the obelisk."; code = set_flag(3,6,174); break; begintalknode 159; state = 50; personality = 0; nextstate = 100; condition = 1; question = "Ivory Band."; text1 = "You think the name of the ring you want in the direction of the obelisk."; code = set_flag(3,6,175); break; begintalknode 160; state = 50; personality = 0; nextstate = 100; condition = 1; question = "Mica Band."; text1 = "You think the name of the ring you want in the direction of the obelisk."; code = set_flag(3,6,176); break; begintalknode 161; state = 50; personality = 0; nextstate = 100; condition = 1; question = "Stabilizing Band."; text1 = "You think the name of the ring you want in the direction of the obelisk."; code = set_flag(3,6,177); break; begintalknode 162; state = 50; personality = 0; nextstate = 100; condition = 1; question = "Ring of the Eye."; text1 = "You think the name of the ring you want in the direction of the obelisk."; code = set_flag(3,6,178); break; begintalknode 163; state = 50; personality = 0; nextstate = 100; condition = 1; question = "Roamertooth Band."; text1 = "You think the name of the ring you want in the direction of the obelisk."; code = set_flag(3,6,179); break; begintalknode 164; state = 48; personality = 0; nextstate = 51; condition = 1; question = "Rings (2nd set)."; text1 = "_Which one?_"; begintalknode 165; state = 51; personality = 0; nextstate = 100; condition = 1; question = "Zavor's Band."; text1 = "You think the name of the ring you want in the direction of the obelisk."; code = set_flag(3,6,231); break; begintalknode 166; state = 51; personality = 0; nextstate = 100; condition = 1; question = "Shaper's Boon."; text1 = "You think the name of the ring you want in the direction of the obelisk."; code = set_flag(3,6,232); break; begintalknode 167; state = 39; personality = 0; nextstate = 100; condition = 1; question = "Agent's Shelter."; text1 = "You think the name of the shield you want in the direction of the obelisk."; code = set_flag(3,6,233); break; begintalknode 168; state = 51; personality = 0; nextstate = 100; condition = 1; question = "Arcane Band."; text1 = "You think the name of the ring you want in the direction of the obelisk."; code = set_flag(3,6,234); break; begintalknode 169; state = 48; personality = 0; nextstate = 52; condition = 1; question = "Misc stuff / Spore Batons."; text1 = "_Which one?_"; begintalknode 171; state = 52; personality = 0; nextstate = 55; condition = 1; question = "Rough Crystal."; text1 = "You think the name of the stuff you want in the direction of the obelisk."; code = set_flag(3,6,214); break; begintalknode 173; state = 52; personality = 0; nextstate = 100; condition = 1; question = "Stone Crescent."; text1 = "You think the name of the stuff you want in the direction of the obelisk."; code = set_flag(3,6,218); break; begintalknode 174; state = 52; personality = 0; nextstate = 55; condition = 1; question = "Living Tool."; text1 = "You think the name of the stuff you want in the direction of the obelisk."; code = set_flag(3,6,255); break; begintalknode 175; state = 52; personality = 0; nextstate = 100; condition = 1; question = "Brown Spore Baton."; text1 = "You think the name of the spore baton you want in the direction of the obelisk."; code = set_flag(3,6,87); break; begintalknode 176; state = 52; personality = 0; nextstate = 100; condition = 1; question = "Green Spore Baton."; text1 = "You think the name of the spore baton you want in the direction of the obelisk."; code = set_flag(3,6,88); break; begintalknode 177; state = 52; personality = 0; nextstate = 100; condition = 1; question = "Red Spore Baton."; text1 = "You think the name of the spore baton you want in the direction of the obelisk."; code = set_flag(3,6,89); break; begintalknode 178; state = 48; personality = 0; nextstate = 53; condition = 1; question = "Pods."; text1 = "_Which one?_"; begintalknode 180; state = 53; personality = 0; nextstate = 55; condition = 1; question = "Curing Pod."; text1 = "You think the name of the pod you want in the direction of the obelisk."; code = set_flag(3,6,221); break; begintalknode 181; state = 53; personality = 0; nextstate = 55; condition = 1; question = "Speed Pod."; text1 = "You think the name of the pod you want in the direction of the obelisk."; code = set_flag(3,6,222); break; begintalknode 182; state = 53; personality = 0; nextstate = 55; condition = 1; question = "Essence Pod."; text1 = "You think the name of the pod you want in the direction of the obelisk."; code = set_flag(3,6,223); break; begintalknode 183; state = 53; personality = 0; nextstate = 55; condition = 1; question = "Major Healing Pod."; text1 = "You think the name of the pod you want in the direction of the obelisk."; code = set_flag(3,6,224); break; begintalknode 184; state = 53; personality = 0; nextstate = 55; condition = 1; question = "Shielding Pod."; text1 = "You think the name of the pod you want in the direction of the obelisk."; code = set_flag(3,6,225); break; begintalknode 185; state = 53; personality = 0; nextstate = 55; condition = 1; question = "Restoration Pod."; text1 = "You think the name of the pod you want in the direction of the obelisk."; code = set_flag(3,6,226); break; begintalknode 186; state = 53; personality = 0; nextstate = 55; condition = 1; question = "Battle Pod."; text1 = "You think the name of the pod you want in the direction of the obelisk."; code = set_flag(3,6,227); break; begintalknode 187; state = 48; personality = 0; nextstate = 54; condition = 1; question = "Spores."; text1 = "_Which one?_"; begintalknode 189; state = 54; personality = 0; nextstate = 55; condition = 1; question = "Curing Spores."; text1 = "You think the name of the spores you want in the direction of the obelisk."; code = set_flag(3,6,236); break; begintalknode 190; state = 54; personality = 0; nextstate = 55; condition = 1; question = "Speed Spores."; text1 = "You think the name of the spores you want in the direction of the obelisk."; code = set_flag(3,6,237); break; begintalknode 191; state = 54; personality = 0; nextstate = 55; condition = 1; question = "Major Healing Spores."; text1 = "You think the name of the spores you want in the direction of the obelisk."; code = set_flag(3,6,238); break; begintalknode 192; state = 54; personality = 0; nextstate = 55; condition = 1; question = "Shielding Spores."; text1 = "You think the name of the spores you want in the direction of the obelisk."; code = set_flag(3,6,239); break; begintalknode 193; state = 54; personality = 0; nextstate = 55; condition = 1; question = "Restoration Spores."; text1 = "You think the name of the spores you want in the direction of the obelisk."; code = set_flag(3,6,240); break; begintalknode 194; state = 56; personality = 0; nextstate = 57; condition = 1; question = "One."; text1 = "You feel a very strong pulse of magical energy, then the sides of the obelisk fold down and your item is lying in the middle."; text2 = "You walk over and pick it up. When you step off, the obelisk folds up with a loud clang."; code = reward_give(get_flag(3,6)); break; begintalknode 195; state = 56; personality = 0; nextstate = 57; condition = 1; question = "Two."; text1 = "You feel a very strong pulse of magical energy, then the sides of the obelisk fold down and your items are lying in the middle."; text2 = "You walk over and pick them up. When you step off, the obelisk folds up with a loud clang."; code = reward_give(get_flag(3,6)); reward_give(get_flag(3,6)); break; begintalknode 196; state = 56; personality = 0; nextstate = 57; condition = 1; question = "Five."; text1 = "You feel a very strong pulse of magical energy, then the sides of the obelisk fold down and your items are lying in the middle."; text2 = "You walk over and pick them up. When you step off, the obelisk folds up with a loud clang."; code = reward_give(get_flag(3,6)); reward_give(get_flag(3,6)); reward_give(get_flag(3,6)); reward_give(get_flag(3,6)); reward_give(get_flag(3,6)); break; begintalknode 197; state = 55; personality = 0; nextstate = 56; condition = 1; question = "OK."; text1 = "_How many?_"; begintalknode 198; state = 57; personality = 0; nextstate = -1; condition = 1; question = "OK."; text4 = "In your mind, you hear: _Do you wish me to create any more items for you?_"; begintalknode 199; state = 100; personality = 0; nextstate = -1; condition = 1; question = "OK."; text1 = "You feel a very strong pulse of magical energy, then the sides of the obelisk fold down and your item is lying in the middle."; text2 = "You walk over and pick it up. When you step off, the obelisk folds up with a loud clang."; text4 = "In your mind, you hear: _Do you wish me to create any more items for you?_"; code = reward_give(get_flag(3,6)); break;